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Most previously prototype level weapons have progressed to a playable and balanced state.

The weapons have received consistent play-testing and balancing.

Many authentic models are now included finally replacing their old place-holders, weapons such as the
Spartan Laser and the Missile Pod look better and play better.

Accuracy has also been tuned on the weapons that live or die on precision.

Charging and overheating/recharging feedback through the HUD has been improved for many weapons.

New HUDs have been created for most of the prominent Halo 3 weapons and the equipment.

Speaking of equipment, the equipment will now drop when used as always intended, thus a player is now
allowed to carry two weapons and some form of equipment.

The vehicles have remained mostly untouched. I have made some steps further into active and animated scenery
making use of various vehicle models and types. One method I use replaces a bullet model with a Jet or other
type of model that would be expected to fly/be propelled forward.

There are also some scripts included which could be used for movable scenery that in some ways mimics AI,
along with many other scripts such as random mortars, cinematic controls, gravity manipulation and so on.

Most of the the custom vehicles and all of the new HUDs require the MainMenu Mod.

Credits also go to Bungie, CMT, Grimdoomer, H3MT, Jahrain, Kornman00, FireScythe and the Random Spartan,
thats you, unless you play as an Elite, in which case; GFY
All those involved with ADI, BlueStreak, Alteration, Ascension and Entity

H2PC and company for providing a supportive community, host and beta testers

Re: [TAGS] Kills Alone's Custom Weapons Pack V2

Originally Posted by DarkHalo003

Could we have some videos of this stuff in action? I'd like to see how it all looks before I go apeshit over this content.

some HUD video footage hereSpartan laser itself (not HUD, although I don't like my reticle) is a bit different than in that video, it was before firing animations where set to null. idk if flamethrower was updated since that video, but that's just my test map where I tossed the HUD drafts on random weapons (like that AR HUD on the bruteshot lol)

Re: [TAGS] Kills Alone's Custom Weapons Pack V2

I used to use the Gravity Hammer as a quasi-dev tool so I could propel myself to high vantage points and look around. It used to be a bit stronger as well and at that time it could launch tanks.

When I first started on the Hammer's model it would not appear in-game. I almost gave up getting the shader to appear but then I noticed it was working because the shadow from the Gravity Hammer was the correct shape. Then I got third person model working, while the first person model was a little trickier. Couldn't get that part working with just a Hex editor, then I remembered a more Unlocked H2EK was released and that made all the difference.

The most fun with the Hammers is on a huge map like Sandtrap. You can hit a Warthog and enter the passenger or gunner seat and if done quickly you fly in the hog across the entire map.